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veloren_common/comp/
agent.rs

1use crate::{
2    comp::{
3        Body, UtteranceKind, biped_large, biped_small, bird_medium, humanoid, object,
4        quadruped_low, quadruped_medium, quadruped_small, ship,
5    },
6    path::Chaser,
7    rtsim::{self, NpcInput, RtSimController},
8    trade::{PendingTrade, ReducedInventory, SiteId, SitePrices, TradeId, TradeResult},
9    uid::Uid,
10};
11use enum_map::EnumMap;
12use serde::{Deserialize, Serialize};
13use specs::{Component, DerefFlaggedStorage, Entity as EcsEntity};
14use std::{collections::VecDeque, fmt};
15use vek::*;
16
17use super::{Group, Pos};
18
19pub const DEFAULT_INTERACTION_TIME: f32 = 3.0;
20pub const TRADE_INTERACTION_TIME: f32 = 300.0;
21const SECONDS_BEFORE_FORGET_SOUNDS: f64 = 180.0;
22
23//intentionally very few concurrent action state variables are allowed. This is
24// to keep the complexity of our AI from getting too large, too quickly.
25// Originally I was going to provide 30 of these, but if we decide later that
26// this is too many and somebody is already using 30 in one of their AI, it will
27// be difficult to go back.
28
29/// The number of timers that a single Action node can track concurrently
30/// Define constants within a given action node to index between them.
31const ACTIONSTATE_NUMBER_OF_CONCURRENT_TIMERS: usize = 5;
32/// The number of float counters that a single Action node can track
33/// concurrently Define constants within a given action node to index between
34/// them.
35const ACTIONSTATE_NUMBER_OF_CONCURRENT_COUNTERS: usize = 5;
36/// The number of integer counters that a single Action node can track
37/// concurrently Define constants within a given action node to index between
38/// them.
39const ACTIONSTATE_NUMBER_OF_CONCURRENT_INT_COUNTERS: usize = 5;
40/// The number of booleans that a single Action node can track concurrently
41/// Define constants within a given action node to index between them.
42const ACTIONSTATE_NUMBER_OF_CONCURRENT_CONDITIONS: usize = 5;
43/// The number of positions that can be remembered by an agent
44const ACTIONSTATE_NUMBER_OF_CONCURRENT_POSITIONS: usize = 5;
45
46#[derive(Copy, Clone, Debug, PartialEq, Eq, Serialize, Deserialize)]
47pub enum Alignment {
48    /// Wild animals and gentle giants
49    Wild,
50    /// Dungeon cultists and bandits
51    Enemy,
52    /// Friendly folk in villages
53    Npc,
54    /// Farm animals and pets of villagers
55    Tame,
56    /// Pets you've tamed with a collar
57    Owned(Uid),
58    /// Passive objects like training dummies
59    Passive,
60}
61
62#[derive(Copy, Clone, Debug, PartialEq, Eq)]
63pub enum Mark {
64    Merchant,
65    Guard,
66}
67
68impl Alignment {
69    // Always attacks
70    pub fn hostile_towards(self, other: Alignment) -> bool {
71        match (self, other) {
72            (Alignment::Passive, _) => false,
73            (_, Alignment::Passive) => false,
74            (Alignment::Enemy, Alignment::Enemy) => false,
75            (Alignment::Enemy, Alignment::Wild) => false,
76            (Alignment::Wild, Alignment::Enemy) => false,
77            (Alignment::Wild, Alignment::Wild) => false,
78            (Alignment::Npc, Alignment::Wild) => false,
79            (Alignment::Npc, Alignment::Enemy) => true,
80            (_, Alignment::Enemy) => true,
81            (Alignment::Enemy, _) => true,
82            _ => false,
83        }
84    }
85
86    // Usually never attacks
87    pub fn passive_towards(self, other: Alignment) -> bool {
88        match (self, other) {
89            (Alignment::Enemy, Alignment::Enemy) => true,
90            (Alignment::Owned(a), Alignment::Owned(b)) if a == b => true,
91            (Alignment::Npc, Alignment::Npc) => true,
92            (Alignment::Npc, Alignment::Tame) => true,
93            (Alignment::Enemy, Alignment::Wild) => true,
94            (Alignment::Wild, Alignment::Enemy) => true,
95            (Alignment::Tame, Alignment::Npc) => true,
96            (Alignment::Tame, Alignment::Tame) => true,
97            (_, Alignment::Passive) => true,
98            _ => false,
99        }
100    }
101
102    // Never attacks
103    pub fn friendly_towards(self, other: Alignment) -> bool {
104        match (self, other) {
105            (Alignment::Enemy, Alignment::Enemy) => true,
106            (Alignment::Owned(a), Alignment::Owned(b)) if a == b => true,
107            (Alignment::Npc, Alignment::Npc) => true,
108            (Alignment::Npc, Alignment::Tame) => true,
109            (Alignment::Tame, Alignment::Npc) => true,
110            (Alignment::Tame, Alignment::Tame) => true,
111            (_, Alignment::Passive) => true,
112            _ => false,
113        }
114    }
115
116    /// Default group for this alignment
117    // NOTE: This is a HACK
118    pub fn group(&self) -> Option<Group> {
119        match self {
120            Alignment::Wild => None,
121            Alignment::Passive => None,
122            Alignment::Enemy => Some(super::group::ENEMY),
123            Alignment::Npc | Alignment::Tame => Some(super::group::NPC),
124            Alignment::Owned(_) => None,
125        }
126    }
127}
128
129impl Component for Alignment {
130    type Storage = DerefFlaggedStorage<Self, specs::VecStorage<Self>>;
131}
132
133bitflags::bitflags! {
134    #[derive(Clone, Copy, Debug, Default)]
135    pub struct BehaviorCapability: u8 {
136        const SPEAK = 0b00000001;
137        const TRADE = 0b00000010;
138    }
139}
140bitflags::bitflags! {
141    #[derive(Clone, Copy, Debug, Default)]
142    pub struct BehaviorState: u8 {
143        const TRADING        = 0b00000001;
144        const TRADING_ISSUER = 0b00000010;
145    }
146}
147
148#[derive(Default, Copy, Clone, Debug)]
149pub enum TradingBehavior {
150    #[default]
151    None,
152    RequireBalanced {
153        trade_site: SiteId,
154    },
155    AcceptFood,
156}
157
158impl TradingBehavior {
159    fn can_trade(&self, alignment: Option<Alignment>, counterparty: Uid) -> bool {
160        match self {
161            TradingBehavior::RequireBalanced { .. } => true,
162            TradingBehavior::AcceptFood => alignment == Some(Alignment::Owned(counterparty)),
163            TradingBehavior::None => false,
164        }
165    }
166}
167
168/// # Behavior Component
169/// This component allow an Entity to register one or more behavior tags.
170/// These tags act as flags of what an Entity can do, or what it is doing.
171/// Behaviors Tags can be added and removed as the Entity lives, to update its
172/// state when needed
173#[derive(Default, Copy, Clone, Debug)]
174pub struct Behavior {
175    capabilities: BehaviorCapability,
176    state: BehaviorState,
177    pub trading_behavior: TradingBehavior,
178}
179
180impl From<BehaviorCapability> for Behavior {
181    fn from(capabilities: BehaviorCapability) -> Self {
182        Behavior {
183            capabilities,
184            state: BehaviorState::default(),
185            trading_behavior: TradingBehavior::None,
186        }
187    }
188}
189
190impl Behavior {
191    /// Builder function
192    /// Set capabilities if Option is Some
193    #[must_use]
194    pub fn maybe_with_capabilities(
195        mut self,
196        maybe_capabilities: Option<BehaviorCapability>,
197    ) -> Self {
198        if let Some(capabilities) = maybe_capabilities {
199            self.allow(capabilities)
200        }
201        self
202    }
203
204    /// Builder function
205    /// Set trade_site if Option is Some
206    #[must_use]
207    pub fn with_trade_site(mut self, trade_site: Option<SiteId>) -> Self {
208        if let Some(trade_site) = trade_site {
209            self.trading_behavior = TradingBehavior::RequireBalanced { trade_site };
210        }
211        self
212    }
213
214    /// Set capabilities to the Behavior
215    pub fn allow(&mut self, capabilities: BehaviorCapability) {
216        self.capabilities.set(capabilities, true)
217    }
218
219    /// Unset capabilities to the Behavior
220    pub fn deny(&mut self, capabilities: BehaviorCapability) {
221        self.capabilities.set(capabilities, false)
222    }
223
224    /// Check if the Behavior is able to do something
225    pub fn can(&self, capabilities: BehaviorCapability) -> bool {
226        self.capabilities.contains(capabilities)
227    }
228
229    /// Check if the Behavior is able to trade
230    pub fn can_trade(&self, alignment: Option<Alignment>, counterparty: Uid) -> bool {
231        self.trading_behavior.can_trade(alignment, counterparty)
232    }
233
234    /// Set a state to the Behavior
235    pub fn set(&mut self, state: BehaviorState) { self.state.set(state, true) }
236
237    /// Unset a state to the Behavior
238    pub fn unset(&mut self, state: BehaviorState) { self.state.set(state, false) }
239
240    /// Check if the Behavior has a specific state
241    pub fn is(&self, state: BehaviorState) -> bool { self.state.contains(state) }
242
243    /// Get the trade site at which this behavior evaluates prices, if it does
244    pub fn trade_site(&self) -> Option<SiteId> {
245        if let TradingBehavior::RequireBalanced { trade_site } = self.trading_behavior {
246            Some(trade_site)
247        } else {
248            None
249        }
250    }
251}
252
253#[derive(Clone, Debug, Default)]
254pub struct Psyche {
255    /// The proportion of health below which entities will start fleeing.
256    /// 0.0 = never flees, 1.0 = always flees, 0.5 = flee at 50% health.
257    pub flee_health: f32,
258    /// The distance below which the agent will see enemies if it has line of
259    /// sight.
260    pub sight_dist: f32,
261    /// The distance below which the agent can hear enemies without seeing them.
262    pub listen_dist: f32,
263    /// The distance below which the agent will attack enemies. Should be lower
264    /// than `sight_dist`. `None` implied that the agent is always aggro
265    /// towards enemies that it is aware of.
266    pub aggro_dist: Option<f32>,
267    /// A factor that controls how much further an agent will wander when in the
268    /// idle state. `1.0` is normal.
269    pub idle_wander_factor: f32,
270    /// Aggro range is multiplied by this factor. `1.0` is normal.
271    ///
272    /// This includes scaling the effective `sight_dist` and `listen_dist`
273    /// when finding new targets to attack, adjusting the strength of
274    /// wandering behavior in the idle state, and scaling `aggro_dist` in
275    /// certain situations.
276    pub aggro_range_multiplier: f32,
277    /// Whether this entity should *intelligently* decide to loose aggro based
278    /// on distance from agent home and health, this is not suitable for world
279    /// bosses and roaming entities
280    pub should_stop_pursuing: bool,
281}
282
283impl<'a> From<&'a Body> for Psyche {
284    fn from(body: &'a Body) -> Self {
285        Self {
286            flee_health: match body {
287                Body::Humanoid(humanoid) => match humanoid.species {
288                    humanoid::Species::Danari => 0.4,
289                    humanoid::Species::Dwarf => 0.3,
290                    humanoid::Species::Elf => 0.4,
291                    humanoid::Species::Human => 0.4,
292                    humanoid::Species::Orc => 0.3,
293                    humanoid::Species::Draugr => 0.3,
294                },
295                Body::QuadrupedSmall(quadruped_small) => match quadruped_small.species {
296                    quadruped_small::Species::Pig => 0.5,
297                    quadruped_small::Species::Fox => 0.3,
298                    quadruped_small::Species::Sheep => 0.25,
299                    quadruped_small::Species::Boar => 0.1,
300                    quadruped_small::Species::Skunk => 0.4,
301                    quadruped_small::Species::Cat => 0.99,
302                    quadruped_small::Species::Batfox => 0.1,
303                    quadruped_small::Species::Raccoon => 0.4,
304                    quadruped_small::Species::Hyena => 0.1,
305                    quadruped_small::Species::Dog => 0.8,
306                    quadruped_small::Species::Rabbit | quadruped_small::Species::Jackalope => 0.25,
307                    quadruped_small::Species::Truffler => 0.08,
308                    quadruped_small::Species::Hare => 0.3,
309                    quadruped_small::Species::Goat => 0.3,
310                    quadruped_small::Species::Porcupine => 0.2,
311                    quadruped_small::Species::Turtle => 0.4,
312                    quadruped_small::Species::Beaver => 0.2,
313                    // FIXME: This is to balance for enemy rats in dungeons
314                    // Normal rats should probably always flee.
315                    quadruped_small::Species::Rat
316                    | quadruped_small::Species::TreantSapling
317                    | quadruped_small::Species::Holladon
318                    | quadruped_small::Species::MossySnail => 0.0,
319                    _ => 1.0,
320                },
321                Body::QuadrupedMedium(quadruped_medium) => match quadruped_medium.species {
322                    // T1
323                    quadruped_medium::Species::Antelope => 0.15,
324                    quadruped_medium::Species::Donkey => 0.05,
325                    quadruped_medium::Species::Horse => 0.15,
326                    quadruped_medium::Species::Mouflon => 0.1,
327                    quadruped_medium::Species::Zebra => 0.1,
328                    // T2
329                    // Should probably not have non-grouped, hostile animals flee until fleeing is
330                    // improved.
331                    quadruped_medium::Species::Barghest
332                    | quadruped_medium::Species::Bear
333                    | quadruped_medium::Species::Bristleback
334                    | quadruped_medium::Species::Bonerattler => 0.0,
335                    quadruped_medium::Species::Cattle => 0.1,
336                    quadruped_medium::Species::Frostfang => 0.07,
337                    quadruped_medium::Species::Grolgar => 0.0,
338                    quadruped_medium::Species::Highland => 0.05,
339                    quadruped_medium::Species::Kelpie => 0.35,
340                    quadruped_medium::Species::Lion => 0.0,
341                    quadruped_medium::Species::Moose => 0.15,
342                    quadruped_medium::Species::Panda => 0.35,
343                    quadruped_medium::Species::Saber
344                    | quadruped_medium::Species::Tarasque
345                    | quadruped_medium::Species::Tiger => 0.0,
346                    quadruped_medium::Species::Tuskram => 0.1,
347                    quadruped_medium::Species::Wolf => 0.2,
348                    quadruped_medium::Species::Yak => 0.09,
349                    // T3A
350                    quadruped_medium::Species::Akhlut
351                    | quadruped_medium::Species::Catoblepas
352                    | quadruped_medium::Species::ClaySteed
353                    | quadruped_medium::Species::Dreadhorn
354                    | quadruped_medium::Species::Hirdrasil
355                    | quadruped_medium::Species::Mammoth
356                    | quadruped_medium::Species::Ngoubou
357                    | quadruped_medium::Species::Roshwalr => 0.0,
358                    _ => 0.15,
359                },
360                Body::QuadrupedLow(quadruped_low) => match quadruped_low.species {
361                    // T1
362                    quadruped_low::Species::Pangolin => 0.3,
363                    // T2,
364                    quadruped_low::Species::Tortoise => 0.1,
365                    // There are a lot of hostile, solo entities.
366                    _ => 0.0,
367                },
368                Body::BipedSmall(biped_small) => match biped_small.species {
369                    biped_small::Species::Gnarling => 0.2,
370                    biped_small::Species::Mandragora => 0.1,
371                    biped_small::Species::Adlet => 0.2,
372                    biped_small::Species::Haniwa => 0.1,
373                    biped_small::Species::Sahagin => 0.1,
374                    biped_small::Species::Myrmidon => 0.0,
375                    biped_small::Species::TreasureEgg => 9.9,
376                    biped_small::Species::Husk
377                    | biped_small::Species::Boreal
378                    | biped_small::Species::IronDwarf
379                    | biped_small::Species::Flamekeeper
380                    | biped_small::Species::Irrwurz
381                    | biped_small::Species::GoblinThug
382                    | biped_small::Species::GoblinChucker
383                    | biped_small::Species::GoblinRuffian
384                    | biped_small::Species::GreenLegoom
385                    | biped_small::Species::OchreLegoom
386                    | biped_small::Species::PurpleLegoom
387                    | biped_small::Species::RedLegoom
388                    | biped_small::Species::UmberLegoom
389                    | biped_small::Species::ShamanicSpirit
390                    | biped_small::Species::Jiangshi
391                    | biped_small::Species::Bushly
392                    | biped_small::Species::Cactid
393                    | biped_small::Species::BloodmoonHeiress
394                    | biped_small::Species::Bloodservant
395                    | biped_small::Species::Harlequin
396                    | biped_small::Species::GnarlingChieftain => 0.0,
397
398                    _ => 0.5,
399                },
400                Body::BirdMedium(bird_medium) => match bird_medium.species {
401                    bird_medium::Species::SnowyOwl => 0.4,
402                    bird_medium::Species::HornedOwl => 0.4,
403                    bird_medium::Species::Duck => 0.6,
404                    bird_medium::Species::Cockatiel => 0.6,
405                    bird_medium::Species::Chicken => 0.5,
406                    bird_medium::Species::Bat => 0.1,
407                    bird_medium::Species::Penguin => 0.5,
408                    bird_medium::Species::Goose => 0.4,
409                    bird_medium::Species::Peacock => 0.3,
410                    bird_medium::Species::Eagle => 0.2,
411                    bird_medium::Species::Parrot => 0.8,
412                    bird_medium::Species::Crow => 0.4,
413                    bird_medium::Species::Dodo => 0.8,
414                    bird_medium::Species::Parakeet => 0.8,
415                    bird_medium::Species::Puffin => 0.8,
416                    bird_medium::Species::Toucan => 0.4,
417                    bird_medium::Species::BloodmoonBat => 0.0,
418                    bird_medium::Species::VampireBat => 0.0,
419                },
420                Body::BirdLarge(_) => 0.0,
421                Body::FishSmall(_) => 1.0,
422                Body::FishMedium(_) => 0.75,
423                Body::BipedLarge(_) => 0.0,
424                Body::Object(_) => 0.0,
425                Body::Item(_) => 0.0,
426                Body::Golem(_) => 0.0,
427                Body::Theropod(_) => 0.0,
428                Body::Ship(_) => 0.0,
429                Body::Dragon(_) => 0.0,
430                Body::Arthropod(_) => 0.0,
431                Body::Crustacean(_) => 0.0,
432                Body::Plugin(body) => body.flee_health(),
433            },
434            sight_dist: match body {
435                Body::BirdLarge(_) => 250.0,
436                Body::BipedLarge(biped_large) => match biped_large.species {
437                    biped_large::Species::Gigasfrost | biped_large::Species::Gigasfire => 200.0,
438                    _ => 100.0,
439                },
440                _ => 40.0,
441            },
442            listen_dist: 30.0,
443            aggro_dist: match body {
444                Body::Humanoid(_) => Some(20.0),
445                _ => None, // Always aggressive if detected
446            },
447            idle_wander_factor: 1.0,
448            aggro_range_multiplier: 1.0,
449            should_stop_pursuing: match body {
450                Body::BirdLarge(_) => false,
451                Body::BipedLarge(biped_large) => !matches!(
452                    biped_large.species,
453                    biped_large::Species::Gigasfrost | biped_large::Species::Gigasfire
454                ),
455                Body::BirdMedium(bird_medium) => {
456                    // Skip stop_pursuing, as that function breaks when the health fraction is 0.0
457                    // (to keep aggro after death transform)
458                    !matches!(bird_medium.species, bird_medium::Species::BloodmoonBat)
459                },
460                _ => true,
461            },
462        }
463    }
464}
465
466impl Psyche {
467    /// The maximum distance that targets to attack might be detected by this
468    /// agent.
469    pub fn search_dist(&self) -> f32 {
470        self.sight_dist.max(self.listen_dist) * self.aggro_range_multiplier
471    }
472}
473
474#[derive(Clone, Debug)]
475/// Events that affect agent behavior from other entities/players/environment
476pub enum AgentEvent {
477    /// Engage in conversation with entity with Uid
478    Talk(Uid),
479    TradeInvite(Uid),
480    TradeAccepted(Uid),
481    FinishedTrade(TradeResult),
482    UpdatePendingTrade(
483        // This data structure is large so box it to keep AgentEvent small
484        Box<(
485            TradeId,
486            PendingTrade,
487            SitePrices,
488            [Option<ReducedInventory>; 2],
489        )>,
490    ),
491    ServerSound(Sound),
492    Hurt,
493    Dialogue(Uid, rtsim::Dialogue<true>),
494}
495
496#[derive(Copy, Clone, Debug)]
497pub struct Sound {
498    pub kind: SoundKind,
499    pub pos: Vec3<f32>,
500    pub vol: f32,
501    pub time: f64,
502}
503
504impl Sound {
505    pub fn new(kind: SoundKind, pos: Vec3<f32>, vol: f32, time: f64) -> Self {
506        Sound {
507            kind,
508            pos,
509            vol,
510            time,
511        }
512    }
513
514    #[must_use]
515    pub fn with_new_vol(mut self, new_vol: f32) -> Self {
516        self.vol = new_vol;
517
518        self
519    }
520}
521
522#[derive(Copy, Clone, Debug)]
523pub enum SoundKind {
524    Unknown,
525    Utterance(UtteranceKind, Body),
526    Movement,
527    Melee,
528    Projectile,
529    Explosion,
530    Beam,
531    Shockwave,
532    Mine,
533    Trap,
534}
535
536#[derive(Clone, Copy, Debug)]
537pub struct Target {
538    pub target: EcsEntity,
539    /// Whether the target is hostile
540    pub hostile: bool,
541    /// The time at which the target was selected
542    pub selected_at: f64,
543    /// Whether the target has come close enough to trigger aggro.
544    pub aggro_on: bool,
545    pub last_known_pos: Option<Vec3<f32>>,
546}
547
548impl Target {
549    pub fn new(
550        target: EcsEntity,
551        hostile: bool,
552        selected_at: f64,
553        aggro_on: bool,
554        last_known_pos: Option<Vec3<f32>>,
555    ) -> Self {
556        Self {
557            target,
558            hostile,
559            selected_at,
560            aggro_on,
561            last_known_pos,
562        }
563    }
564}
565
566#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, enum_map::Enum)]
567pub enum TimerAction {
568    Interact,
569    Warn,
570}
571
572/// A time used for managing agent-related timeouts. The timer is designed to
573/// keep track of the start of any number of previous actions. However,
574/// starting/progressing an action will end previous actions. Therefore, the
575/// timer should be used for actions that are mutually-exclusive.
576#[derive(Clone, Debug, Default)]
577pub struct Timer {
578    action_starts: EnumMap<TimerAction, Option<f64>>,
579    last_action: Option<TimerAction>,
580}
581
582impl Timer {
583    /// Reset the timer for the given action, returning true if the timer was
584    /// not already reset.
585    pub fn reset(&mut self, action: TimerAction) -> bool {
586        self.action_starts[action].take().is_some()
587    }
588
589    /// Start the timer for the given action, even if it was already started.
590    pub fn start(&mut self, time: f64, action: TimerAction) {
591        self.action_starts[action] = Some(time);
592        self.last_action = Some(action);
593    }
594
595    /// Continue timing the given action, starting it if it was not already
596    /// started.
597    pub fn progress(&mut self, time: f64, action: TimerAction) {
598        if self.last_action != Some(action) {
599            self.start(time, action);
600        }
601    }
602
603    /// Return the time that the given action was last performed at.
604    pub fn time_of_last(&self, action: TimerAction) -> Option<f64> { self.action_starts[action] }
605
606    /// Return `true` if the time since the action was last started exceeds the
607    /// given timeout.
608    pub fn time_since_exceeds(&self, time: f64, action: TimerAction, timeout: f64) -> bool {
609        self.time_of_last(action)
610            .is_none_or(|last_time| (time - last_time).max(0.0) > timeout)
611    }
612
613    /// Return `true` while the time since the action was last started is less
614    /// than the given period. Once the time has elapsed, reset the timer.
615    pub fn timeout_elapsed(
616        &mut self,
617        time: f64,
618        action: TimerAction,
619        timeout: f64,
620    ) -> Option<bool> {
621        if self.time_since_exceeds(time, action, timeout) {
622            Some(self.reset(action))
623        } else {
624            self.progress(time, action);
625            None
626        }
627    }
628}
629
630/// For use with the builder pattern <https://doc.rust-lang.org/1.0.0/style/ownership/builders.html>
631#[derive(Clone, Debug)]
632pub struct Agent {
633    pub rtsim_controller: RtSimController,
634    pub patrol_origin: Option<Vec3<f32>>,
635    pub target: Option<Target>,
636    pub chaser: Chaser,
637    pub behavior: Behavior,
638    pub psyche: Psyche,
639    pub inbox: VecDeque<AgentEvent>,
640    pub combat_state: ActionState,
641    pub behavior_state: ActionState,
642    pub timer: Timer,
643    pub bearing: Vec2<f32>,
644    pub sounds_heard: Vec<Sound>,
645    pub multi_pid_controllers: Option<PidControllers<16>>,
646    pub mark: Option<Mark>,
647    /// Position from which to flee. Intended to be the agent's position plus a
648    /// random position offset, to be used when a random flee direction is
649    /// required and reset each time the flee timer is reset.
650    pub flee_from_pos: Option<Pos>,
651    pub awareness: Awareness,
652    pub stay_pos: Option<Pos>,
653    /// Inputs sent up to rtsim
654    pub rtsim_outbox: Option<VecDeque<NpcInput>>,
655}
656
657#[derive(Serialize, Deserialize)]
658pub struct SharedChaser {
659    pub nodes: Vec<Vec3<f32>>,
660    pub goal: Option<Vec3<f32>>,
661}
662
663#[derive(Clone, Debug)]
664/// Always clamped between `0.0` and `1.0`.
665pub struct Awareness {
666    level: f32,
667    reached: bool,
668}
669impl fmt::Display for Awareness {
670    fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result { write!(f, "{:.2}", self.level) }
671}
672impl Awareness {
673    const ALERT: f32 = 1.0;
674    const HIGH: f32 = 0.6;
675    const LOW: f32 = 0.1;
676    const MEDIUM: f32 = 0.3;
677    const UNAWARE: f32 = 0.0;
678
679    pub fn new(level: f32) -> Self {
680        Self {
681            level: level.clamp(Self::UNAWARE, Self::ALERT),
682            reached: false,
683        }
684    }
685
686    /// The level of awareness as a decimal.
687    pub fn level(&self) -> f32 { self.level }
688
689    /// The level of awareness in English. To see if awareness has been fully
690    /// reached, use `self.reached()`.
691    pub fn state(&self) -> AwarenessState {
692        if self.level == Self::ALERT {
693            AwarenessState::Alert
694        } else if self.level.is_between(Self::HIGH, Self::ALERT) {
695            AwarenessState::High
696        } else if self.level.is_between(Self::MEDIUM, Self::HIGH) {
697            AwarenessState::Medium
698        } else if self.level.is_between(Self::LOW, Self::MEDIUM) {
699            AwarenessState::Low
700        } else {
701            AwarenessState::Unaware
702        }
703    }
704
705    /// Awareness was reached at some point and has not been reset.
706    pub fn reached(&self) -> bool { self.reached }
707
708    pub fn change_by(&mut self, amount: f32) {
709        self.level = (self.level + amount).clamp(Self::UNAWARE, Self::ALERT);
710
711        if self.state() == AwarenessState::Alert {
712            self.reached = true;
713        } else if self.state() == AwarenessState::Unaware {
714            self.reached = false;
715        }
716    }
717
718    pub fn set_maximally_aware(&mut self) {
719        self.reached = true;
720        self.level = Self::ALERT;
721    }
722}
723
724#[derive(Clone, Debug, PartialOrd, PartialEq, Eq)]
725pub enum AwarenessState {
726    Unaware = 0,
727    Low = 1,
728    Medium = 2,
729    High = 3,
730    Alert = 4,
731}
732
733/// State persistence object for the behavior tree
734/// Allows for state to be stored between subsequent, sequential calls of a
735/// single action node. If the executed action node changes between ticks, then
736/// the state should be considered lost.
737#[derive(Clone, Debug, Default)]
738pub struct ActionState {
739    pub timers: [f32; ACTIONSTATE_NUMBER_OF_CONCURRENT_TIMERS],
740    pub counters: [f32; ACTIONSTATE_NUMBER_OF_CONCURRENT_COUNTERS],
741    pub conditions: [bool; ACTIONSTATE_NUMBER_OF_CONCURRENT_CONDITIONS],
742    pub int_counters: [u8; ACTIONSTATE_NUMBER_OF_CONCURRENT_INT_COUNTERS],
743    pub positions: [Option<Vec3<f32>>; ACTIONSTATE_NUMBER_OF_CONCURRENT_POSITIONS],
744    pub initialized: bool,
745}
746
747impl Agent {
748    /// Instantiates agent from body using the body's psyche
749    pub fn from_body(body: &Body) -> Self {
750        Agent {
751            rtsim_controller: RtSimController::default(),
752            patrol_origin: None,
753            target: None,
754            chaser: Chaser::default(),
755            behavior: Behavior::default(),
756            psyche: Psyche::from(body),
757            inbox: VecDeque::new(),
758            combat_state: ActionState::default(),
759            behavior_state: ActionState::default(),
760            timer: Timer::default(),
761            bearing: Vec2::zero(),
762            sounds_heard: Vec::new(),
763            multi_pid_controllers: None,
764            mark: None,
765            flee_from_pos: None,
766            stay_pos: None,
767            awareness: Awareness::new(0.0),
768            rtsim_outbox: None,
769        }
770    }
771
772    #[must_use]
773    pub fn with_patrol_origin(mut self, origin: Vec3<f32>) -> Self {
774        self.patrol_origin = Some(origin);
775        self
776    }
777
778    #[must_use]
779    pub fn with_behavior(mut self, behavior: Behavior) -> Self {
780        self.behavior = behavior;
781        self
782    }
783
784    #[must_use]
785    pub fn with_no_flee_if(mut self, condition: bool) -> Self {
786        if condition {
787            self.psyche.flee_health = 0.0;
788        }
789        self
790    }
791
792    pub fn set_no_flee(&mut self) { self.psyche.flee_health = 0.0; }
793
794    // FIXME: Only one of *three* things in this method sets a location.
795    #[must_use]
796    pub fn with_destination(mut self, pos: Vec3<f32>) -> Self {
797        self.psyche.flee_health = 0.0;
798        self.rtsim_controller = RtSimController::with_destination(pos);
799        self.behavior.allow(BehaviorCapability::SPEAK);
800        self
801    }
802
803    #[must_use]
804    pub fn with_idle_wander_factor(mut self, idle_wander_factor: f32) -> Self {
805        self.psyche.idle_wander_factor = idle_wander_factor;
806        self
807    }
808
809    pub fn with_aggro_range_multiplier(mut self, aggro_range_multiplier: f32) -> Self {
810        self.psyche.aggro_range_multiplier = aggro_range_multiplier;
811        self
812    }
813
814    #[must_use]
815    pub fn with_altitude_pid_controller(mut self, mpid: PidControllers<16>) -> Self {
816        self.multi_pid_controllers = Some(mpid);
817        self
818    }
819
820    /// Makes agent aggressive without warning
821    #[must_use]
822    pub fn with_aggro_no_warn(mut self) -> Self {
823        self.psyche.aggro_dist = None;
824        self
825    }
826
827    pub fn forget_old_sounds(&mut self, time: f64) {
828        if !self.sounds_heard.is_empty() {
829            // Keep (retain) only newer sounds
830            self.sounds_heard
831                .retain(|&sound| time - sound.time <= SECONDS_BEFORE_FORGET_SOUNDS);
832        }
833    }
834
835    pub fn allowed_to_speak(&self) -> bool { self.behavior.can(BehaviorCapability::SPEAK) }
836}
837
838impl Component for Agent {
839    type Storage = specs::DenseVecStorage<Self>;
840}
841
842#[cfg(test)]
843mod tests {
844    use super::{Agent, Behavior, BehaviorCapability, BehaviorState, Body, humanoid};
845
846    /// Test to verify that Behavior is working correctly at its most basic
847    /// usages
848    #[test]
849    pub fn behavior_basic() {
850        let mut b = Behavior::default();
851        // test capabilities
852        assert!(!b.can(BehaviorCapability::SPEAK));
853        b.allow(BehaviorCapability::SPEAK);
854        assert!(b.can(BehaviorCapability::SPEAK));
855        b.deny(BehaviorCapability::SPEAK);
856        assert!(!b.can(BehaviorCapability::SPEAK));
857        // test states
858        assert!(!b.is(BehaviorState::TRADING));
859        b.set(BehaviorState::TRADING);
860        assert!(b.is(BehaviorState::TRADING));
861        b.unset(BehaviorState::TRADING);
862        assert!(!b.is(BehaviorState::TRADING));
863        // test `from`
864        let b = Behavior::from(BehaviorCapability::SPEAK);
865        assert!(b.can(BehaviorCapability::SPEAK));
866    }
867
868    /// Makes agent flee
869    #[test]
870    pub fn enable_flee() {
871        let body = Body::Humanoid(humanoid::Body::random());
872        let mut agent = Agent::from_body(&body);
873
874        agent.psyche.flee_health = 1.0;
875        agent = agent.with_no_flee_if(false);
876        assert_eq!(agent.psyche.flee_health, 1.0);
877    }
878
879    /// Makes agent not flee
880    #[test]
881    pub fn set_no_flee() {
882        let body = Body::Humanoid(humanoid::Body::random());
883        let mut agent = Agent::from_body(&body);
884
885        agent.psyche.flee_health = 1.0;
886        agent.set_no_flee();
887        assert_eq!(agent.psyche.flee_health, 0.0);
888    }
889
890    #[test]
891    pub fn with_aggro_no_warn() {
892        let body = Body::Humanoid(humanoid::Body::random());
893        let mut agent = Agent::from_body(&body);
894
895        agent.psyche.aggro_dist = Some(1.0);
896        agent = agent.with_aggro_no_warn();
897        assert_eq!(agent.psyche.aggro_dist, None);
898    }
899}
900
901/// PID controllers (Proportional–integral–derivative controllers) are used for
902/// automatically adapting nonlinear controls (like buoyancy for balloons)
903/// and for damping out oscillations in control feedback loops (like vehicle
904/// cruise control). PID controllers can monitor an error signal between a
905/// setpoint and a process variable, and use that error to adjust a control
906/// variable. A PID controller can only control one variable at a time.
907#[derive(Clone)]
908pub struct PidController<F: Fn(f32, f32) -> f32, const NUM_SAMPLES: usize> {
909    /// The coefficient of the proportional term
910    pub kp: f32,
911    /// The coefficient of the integral term
912    pub ki: f32,
913    /// The coefficient of the derivative term
914    pub kd: f32,
915    /// The setpoint that the process has as its goal
916    pub sp: f32,
917    /// A ring buffer of the last NUM_SAMPLES measured process variables
918    pv_samples: [(f64, f32); NUM_SAMPLES],
919    /// The index into the ring buffer of process variables
920    pv_idx: usize,
921    /// The total integral error
922    integral_error: f64,
923    /// The error function, to change how the difference between the setpoint
924    /// and process variables are calculated
925    e: F,
926}
927
928impl<F: Fn(f32, f32) -> f32, const NUM_SAMPLES: usize> fmt::Debug
929    for PidController<F, NUM_SAMPLES>
930{
931    fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
932        f.debug_struct("PidController")
933            .field("kp", &self.kp)
934            .field("ki", &self.ki)
935            .field("kd", &self.kd)
936            .field("sp", &self.sp)
937            .field("pv_samples", &self.pv_samples)
938            .field("pv_idx", &self.pv_idx)
939            .finish()
940    }
941}
942
943impl<F: Fn(f32, f32) -> f32, const NUM_SAMPLES: usize> PidController<F, NUM_SAMPLES> {
944    /// Constructs a PidController with the specified weights, setpoint,
945    /// starting time, and error function
946    pub fn new(kp: f32, ki: f32, kd: f32, sp: f32, time: f64, e: F) -> Self {
947        Self {
948            kp,
949            ki,
950            kd,
951            sp,
952            pv_samples: [(time, sp); NUM_SAMPLES],
953            pv_idx: 0,
954            integral_error: 0.0,
955            e,
956        }
957    }
958
959    /// Adds a measurement of the process variable to the ringbuffer
960    pub fn add_measurement(&mut self, time: f64, pv: f32) {
961        self.pv_idx += 1;
962        self.pv_idx %= NUM_SAMPLES;
963        self.pv_samples[self.pv_idx] = (time, pv);
964        self.update_integral_err();
965    }
966
967    /// The amount to set the control variable to is a weighed sum of the
968    /// proportional error, the integral error, and the derivative error.
969    /// <https://en.wikipedia.org/wiki/PID_controller#Mathematical_form>
970    pub fn calc_err(&self) -> f32 {
971        self.kp * self.proportional_err()
972            + self.ki * self.integral_err()
973            + self.kd * self.derivative_err()
974    }
975
976    /// The proportional error is the error function applied to the set point
977    /// and the most recent process variable measurement
978    pub fn proportional_err(&self) -> f32 { (self.e)(self.sp, self.pv_samples[self.pv_idx].1) }
979
980    /// The integral error is the error function integrated over all previous
981    /// values, updated per point. The trapezoid rule for numerical integration
982    /// was chosen because it's fairly easy to calculate and sufficiently
983    /// accurate. <https://en.wikipedia.org/wiki/Trapezoidal_rule#Uniform_grid>
984    pub fn integral_err(&self) -> f32 { self.integral_error as f32 }
985
986    fn update_integral_err(&mut self) {
987        let f = |x| (self.e)(self.sp, x) as f64;
988        let (a, x0) = self.pv_samples[(self.pv_idx + NUM_SAMPLES - 1) % NUM_SAMPLES];
989        let (b, x1) = self.pv_samples[self.pv_idx];
990        let dx = b - a;
991        // Discard updates with too long between them, likely caused by either
992        // initialization or latency, since they're likely to be spurious
993        if dx < 5.0 {
994            self.integral_error += dx * (f(x1) + f(x0)) / 2.0;
995        }
996    }
997
998    /// The integral error accumulates over time, and can get to the point where
999    /// the output of the controller is saturated. This is called integral
1000    /// windup, and it commonly occurs when the controller setpoint is
1001    /// changed. To limit the integral error signal, this function can be
1002    /// called with a fn/closure that can modify the integral_error value.
1003    pub fn limit_integral_windup<W>(&mut self, f: W)
1004    where
1005        W: Fn(&mut f64),
1006    {
1007        f(&mut self.integral_error);
1008    }
1009
1010    /// The derivative error is the numerical derivative of the error function
1011    /// based on the most recent 2 samples. Using more than 2 samples might
1012    /// improve the accuracy of the estimate of the derivative, but it would be
1013    /// an estimate of the derivative error further in the past.
1014    /// <https://en.wikipedia.org/wiki/Numerical_differentiation#Finite_differences>
1015    pub fn derivative_err(&self) -> f32 {
1016        let f = |x| (self.e)(self.sp, x);
1017        let (a, x0) = self.pv_samples[(self.pv_idx + NUM_SAMPLES - 1) % NUM_SAMPLES];
1018        let (b, x1) = self.pv_samples[self.pv_idx];
1019        let h = b - a;
1020        if h == 0.0 {
1021            0.0
1022        } else {
1023            (f(x1) - f(x0)) / h as f32
1024        }
1025    }
1026}
1027
1028/// The desired flight behavior when an entity is approaching a target position.
1029#[derive(Copy, Clone, Debug, PartialEq)]
1030pub enum FlightMode {
1031    /// The agent should cause the entity to decelerate and stop at the target
1032    /// position.
1033    Braking(BrakingMode),
1034    /// The agent should cause the entity to fly to and through the target
1035    /// position without slowing.
1036    FlyThrough,
1037}
1038
1039/// When FlightMode is Braking, the agent can use different braking modes to
1040/// control the amount of overshoot and oscillation.
1041#[derive(Default, Copy, Clone, Debug, PartialEq)]
1042pub enum BrakingMode {
1043    /// Oscillation around the target position is acceptable, with slow damping.
1044    /// This mode is useful for when the entity is not expected to fully stop at
1045    /// the target position, and arrival near the target position is more
1046    /// important than precision.
1047    #[default]
1048    Normal,
1049    /// Prefer faster damping of position error, reducing overshoot and
1050    /// oscillation around the target position. This mode is useful for when
1051    /// the entity is expected to fully stop at the target and precision is
1052    /// most important.
1053    Precise,
1054}
1055
1056/// A Mulit-PID controller that can control the acceleration/velocity in one or
1057/// all three axes.
1058#[derive(Clone)]
1059pub struct PidControllers<const NUM_SAMPLES: usize> {
1060    pub mode: FlightMode,
1061    /// This is ignored unless the mode FixedDirection.
1062    pub x_controller: Option<PidController<fn(f32, f32) -> f32, NUM_SAMPLES>>,
1063    pub y_controller: Option<PidController<fn(f32, f32) -> f32, NUM_SAMPLES>>,
1064    pub z_controller: Option<PidController<fn(f32, f32) -> f32, NUM_SAMPLES>>,
1065}
1066
1067impl<const NUM_SAMPLES: usize> fmt::Debug for PidControllers<NUM_SAMPLES> {
1068    fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
1069        f.debug_struct("PidControllers")
1070            .field("mode", &self.mode)
1071            .field("x_controller", &self.x_controller)
1072            .field("y_controller", &self.y_controller)
1073            .field("z_controller", &self.z_controller)
1074            .finish()
1075    }
1076}
1077
1078/// A collection of PidControllers, one for each 3D axis.
1079/// Airships use either one or three PidControllers, depending on the mode
1080/// (see action_nodes.rs for details of Airship modes).
1081impl<const NUM_SAMPLES: usize> PidControllers<NUM_SAMPLES> {
1082    pub fn new(mode: FlightMode) -> Self {
1083        Self {
1084            mode,
1085            x_controller: None,
1086            y_controller: None,
1087            z_controller: None,
1088        }
1089    }
1090
1091    pub fn new_multi_pid_controllers(mode: FlightMode, travel_to: Vec3<f32>) -> PidControllers<16> {
1092        let mut mpid = PidControllers::new(mode);
1093        // FixedDirection requires x and y and z controllers
1094        // PureZ requires only z controller
1095        if matches!(mode, FlightMode::Braking(_)) {
1096            // Add x_controller && y_controller
1097            let (kp, ki, kd) = pid_coefficients_for_mode(mode, false);
1098            mpid.x_controller = Some(PidController::new(
1099                kp,
1100                ki,
1101                kd,
1102                travel_to.x,
1103                0.0,
1104                |sp, pv| sp - pv,
1105            ));
1106            mpid.y_controller = Some(PidController::new(
1107                kp,
1108                ki,
1109                kd,
1110                travel_to.y,
1111                0.0,
1112                |sp, pv| sp - pv,
1113            ));
1114        }
1115        // Add z_controller
1116        let (kp, ki, kd) = pid_coefficients_for_mode(mode, true);
1117        mpid.z_controller = Some(PidController::new(
1118            kp,
1119            ki,
1120            kd,
1121            travel_to.z,
1122            0.0,
1123            |sp, pv| sp - pv,
1124        ));
1125        mpid
1126    }
1127
1128    #[inline(always)]
1129    pub fn add_x_measurement(&mut self, time: f64, pv: f32) {
1130        if let Some(controller) = &mut self.x_controller {
1131            controller.add_measurement(time, pv);
1132        }
1133    }
1134
1135    #[inline(always)]
1136    pub fn add_y_measurement(&mut self, time: f64, pv: f32) {
1137        if let Some(controller) = &mut self.y_controller {
1138            controller.add_measurement(time, pv);
1139        }
1140    }
1141
1142    #[inline(always)]
1143    pub fn add_z_measurement(&mut self, time: f64, pv: f32) {
1144        if let Some(controller) = &mut self.z_controller {
1145            controller.add_measurement(time, pv);
1146        }
1147    }
1148
1149    #[inline(always)]
1150    pub fn add_measurement(&mut self, time: f64, pos: Vec3<f32>) {
1151        if let Some(controller) = &mut self.x_controller {
1152            controller.add_measurement(time, pos.x);
1153        }
1154        if let Some(controller) = &mut self.y_controller {
1155            controller.add_measurement(time, pos.y);
1156        }
1157        if let Some(controller) = &mut self.z_controller {
1158            controller.add_measurement(time, pos.z);
1159        }
1160    }
1161
1162    #[inline(always)]
1163    pub fn calc_err_x(&self) -> Option<f32> {
1164        self.x_controller
1165            .as_ref()
1166            .map(|controller| controller.calc_err())
1167    }
1168
1169    #[inline(always)]
1170    pub fn calc_err_y(&self) -> Option<f32> {
1171        self.y_controller
1172            .as_ref()
1173            .map(|controller| controller.calc_err())
1174    }
1175
1176    #[inline(always)]
1177    pub fn calc_err_z(&self) -> Option<f32> {
1178        self.z_controller
1179            .as_ref()
1180            .map(|controller| controller.calc_err())
1181    }
1182
1183    #[inline(always)]
1184    pub fn limit_windup_x<F>(&mut self, f: F)
1185    where
1186        F: Fn(&mut f64),
1187    {
1188        if let Some(controller) = &mut self.x_controller {
1189            controller.limit_integral_windup(f);
1190        }
1191    }
1192
1193    #[inline(always)]
1194    pub fn limit_windup_y<F>(&mut self, f: F)
1195    where
1196        F: Fn(&mut f64),
1197    {
1198        if let Some(controller) = &mut self.y_controller {
1199            controller.limit_integral_windup(f);
1200        }
1201    }
1202
1203    #[inline(always)]
1204    pub fn limit_windup_z<F>(&mut self, f: F)
1205    where
1206        F: Fn(&mut f64),
1207    {
1208        if let Some(controller) = &mut self.z_controller {
1209            controller.limit_integral_windup(f);
1210        }
1211    }
1212}
1213
1214/// Get the PID coefficients associated with some Body, since it will likely
1215/// need to be tuned differently for each body type
1216pub fn pid_coefficients(body: &Body) -> Option<(f32, f32, f32)> {
1217    // A pure-proportional controller is { kp: 1.0, ki: 0.0, kd: 0.0 }
1218    match body {
1219        Body::Ship(ship::Body::AirBalloon) => {
1220            let kp = 1.0;
1221            let ki = 0.1;
1222            let kd = 0.8;
1223            Some((kp, ki, kd))
1224        },
1225        Body::Object(object::Body::Crux) => Some((0.9, 0.3, 1.0)),
1226        _ => None,
1227    }
1228}
1229
1230/// Get the PID coefficients (for the airship, for now) by PID modes.
1231pub fn pid_coefficients_for_mode(mode: FlightMode, z_axis: bool) -> (f32, f32, f32) {
1232    match mode {
1233        FlightMode::FlyThrough => {
1234            if z_axis {
1235                (1.0, 0.4, 0.25)
1236            } else {
1237                (0.0, 0.0, 0.0)
1238            }
1239        },
1240        FlightMode::Braking(braking_mode) => match braking_mode {
1241            BrakingMode::Normal => (1.0, 0.3, 0.4),
1242            BrakingMode::Precise => (0.9, 0.3, 1.0),
1243        },
1244    }
1245}